Fixed bug in logic in areAllTextureObjectsLoaded() which was producing the
exact opposite result to what it should have been generating.
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@@ -549,9 +549,9 @@ bool Texture::areAllTextureObjectsLoaded() const
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{
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for(unsigned int i=0;i<DisplaySettings::instance()->getMaxNumberOfGraphicsContexts();++i)
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{
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if (_textureObjectBuffer[i]==0) return true;
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if (_textureObjectBuffer[i]==0) return false;
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}
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return false;
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return true;
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}
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void Texture::applyTexImage2D_load(State& state, GLenum target, const Image* image, GLsizei inwidth, GLsizei inheight,GLsizei numMipmapLevels) const
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